The Smashmouth Project

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  • TheWatcher
    MVP
    • Oct 2008
    • 3408

    #106
    Re: The Smashmouth Project

    Originally posted by l3ulvl
    There was a cool pic comparing strides to real players, is this with the idea that users can edit the player to match his NFL counterpart? Also, are u hoping to implement online file sharing (assuming there is editing abilities)?
    You would need for those movements to already exist in the game so the end user can select it from the in-game database. This means that you'd have to purposely capture players and coach them in a way that they mimic an NFL player. I won't say that's entirely out of the question for the future, but the present focus is to conceptually design the personalities of the individual players in Smashmouth. Between game demo and final is where that's going to take shape.

    As for file sharing, that's something to touch on after game demo stage.

    Comment

    • K-oss
      Rookie
      • Jun 2010
      • 273

      #107
      Re: The Smashmouth Project

      I'm sorry if you covered this already but...

      Are you going to have different throwing motions as well in the game????

      Would it be harder to capture than, say... the running styles????

      Comment

      • TheWatcher
        MVP
        • Oct 2008
        • 3408

        #108
        Re: The Smashmouth Project

        Originally posted by K-oss
        I'm sorry if you covered this already but...

        Are you going to have different throwing motions as well in the game????

        Would it be harder to capture than, say... the running styles????
        Different throwing motions, definitely on the radar.

        Putting them together after capture, the difficulty is the same. But during capture, any type of running is more taxing just because running over and over again is going to tire out the player(s) in-session.

        Comment

        • Segagendude
          Banned
          • Aug 2008
          • 7940

          #109
          Re: The Smashmouth Project

          Looks promising. Hopefully for whatever reason it doesn't go by the wayside.(Financial, programming, whatever).

          There's another member here that's also starting a new football game; I wanna say his name is CSGames.

          Nice to see people with the know-how are getting involved in trying to give us what we REALLY want.

          Comment

          • huskerwr38
            MVP
            • Mar 2009
            • 1549

            #110
            Re: The Smashmouth Project

            Will you be able to customize players and teams? Like player attributes, size, weight, speed, etc. and jerseys, logos, other team stuff?

            Comment

            • TheWatcher
              MVP
              • Oct 2008
              • 3408

              #111
              Re: The Smashmouth Project

              Originally posted by huskerwr38
              Will you be able to customize players and teams? Like player attributes, size, weight, speed, etc. and jerseys, logos, other team stuff?
              That's something I definitely want in the final game. I can already do some customization to attributes/ratings, and colors. The tough part is making it open to the end user.

              Comment

              • Cryolemon
                MVP
                • Aug 2008
                • 1669

                #112
                Re: The Smashmouth Project

                Originally posted by TheWatcher
                That's something I definitely want in the final game. I can already do some customization to attributes/ratings, and colors. The tough part is making it open to the end user.
                The best way to do it in my opinion is to make the editor first then make all of the default teams in that editor.

                Comment

                • Valdarez
                  All Star
                  • Feb 2008
                  • 5075

                  #113
                  Re: The Smashmouth Project

                  Originally posted by TheWatcher
                  That's something I definitely want in the final game. I can already do some customization to attributes/ratings, and colors. The tough part is making it open to the end user.
                  Why is it hard to make it open to the end user? Building the real time changes in so they are reflected as the user makes them? Other?
                  Follow Me On Twitter: http://twitter.com/Valdarez
                  Read My Blog - Vision Is Everything

                  Comment

                  • Nza
                    MVP
                    • Jan 2004
                    • 3437

                    #114
                    Re: The Smashmouth Project

                    You should make the data files based on XML - easy to edit and a nice open standard format to program with

                    Comment

                    • Cryolemon
                      MVP
                      • Aug 2008
                      • 1669

                      #115
                      Re: The Smashmouth Project

                      Originally posted by Nza
                      You should make the data files based on XML - easy to edit and a nice open standard format to program with
                      That would certainly work for a lot of things. You could even include an XML for league rules and AI depending on how the game was set up.

                      Comment

                      • TheWatcher
                        MVP
                        • Oct 2008
                        • 3408

                        #116
                        Re: The Smashmouth Project

                        Originally posted by Valdarez
                        Why is it hard to make it open to the end user? Building the real time changes in so they are reflected as the user makes them? Other?
                        Just trying to come up with enough variations and enough depth to satisfy the end user is #1, and stability (getting major bugs/conflicts eliminated). But I feel pretty good about there being a good editor in the final, and that's certainly something I'm going to keep at the top of the concept design list for when my team is assembled.

                        Comment

                        • Nza
                          MVP
                          • Jan 2004
                          • 3437

                          #117
                          Re: The Smashmouth Project

                          Originally posted by Cryolemon
                          That would certainly work for a lot of things. You could even include an XML for league rules and AI depending on how the game was set up.
                          Yeah, or if not XML, SQLite, which is gaining popularity in situations where apps need portable, simple data storage.

                          Comment

                          • darbelis12
                            Rookie
                            • Jul 2010
                            • 2

                            #118
                            Re: The Smashmouth Project

                            Good project i like it.
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                            Last edited by darbelis12; 08-24-2010, 02:34 AM.

                            Comment

                            • Valdarez
                              All Star
                              • Feb 2008
                              • 5075

                              #119
                              Re: The Smashmouth Project

                              Originally posted by TheWatcher
                              Just trying to come up with enough variations and enough depth to satisfy the end user is #1, and stability (getting major bugs/conflicts eliminated). But I feel pretty good about there being a good editor in the final, and that's certainly something I'm going to keep at the top of the concept design list for when my team is assembled.
                              I can see where it could be time consuming definitely for one guy. I got to thinking about it, and I could see where a facial editor might be tough to code from scratch, but that's not that big of a deal in football game where players where their masks most of the time. Just player names/info/color/height/weight and then on the team front, some colors and basic uniform striping would be enough to start the game and still make it feel fairly dynamic.

                              I seem to recall you mentioned you could control the size of the calfs, which my guess means that you can control the size of all muscles on the players, so it sounds like that functionality is there, even if the UI for it is not.

                              Don't be afraid to make use of fans either. Create a simple config file, and then explain what they look like. Keep increments simple to start (no more than 1 to 10) for numbers like muscle size and facial options. Let fans code editors to support the game, and then simply provide a way to import them. You can then provide a full blown editor in a later version. Thus you support configurability, even though the configurator is not in the game itself. Perhaps not the ideal solution, but definitely a viable one that should ease the development time/effort on your part.

                              Not sure if this was covered before - Are you targeting this for XBox Live/PSNetwork or other?
                              Last edited by Valdarez; 07-16-2010, 06:21 PM.
                              Follow Me On Twitter: http://twitter.com/Valdarez
                              Read My Blog - Vision Is Everything

                              Comment

                              • Cryolemon
                                MVP
                                • Aug 2008
                                • 1669

                                #120
                                Re: The Smashmouth Project

                                Originally posted by Valdarez
                                Don't be afraid to make use of fans either. Create a simple config file, and then explain what they look like. Keep increments simple to start (no more than 1 to 10) for numbers like muscle size and facial options. Let fans code editors to support the game, and then simply provide a way to import them. You can then provide a full blown editor in a later version. Thus you support configurability, even though the configurator is not in the game itself. Perhaps not the ideal solution, but definitely a viable one that should ease the development time/effort on your part.
                                Exactly. The fact is that if an editor can be made it will be. Supporting it is the way to go.

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